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May 14th, 2009, 08:44 AM
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Sergeant
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Join Date: Dec 2007
Location: WA, Australia
Posts: 228
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Thanked 7 Times in 5 Posts
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Basic modding Question: Adding a new ritual spell
I know this is probably a snap for those in the know, but i'm trying to make a small mod that allows any leader to cast gift of reason on any unit.
#modname "Ultimate Gift of Reason"
#description "Gives all units the ability to cast Gift of Reason."
#domversion 3.21
-icon "something.tga"
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any unit its sees fit."
#path 0 -1
#path 1 -1
#school 3
#researchlevel 0
#pathlevel 0 -1
#pathlevel 1 -1
#end
My reasoning is that if i just copy the spell and assign it to no path requirements in the school on const - it should just show up and be ready to use. Its not working out that way. I also don't want it to cost any gems to cast - but i cant seem to work out where that would go either.
Anyone give me a few much appreciated pointers on this?
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May 14th, 2009, 09:15 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Basic modding Question: Adding a new ritual spell
Can't be done I'm afraid. I'm pretty sure every spell has to have a magic path associated with it. The best you could do would be to put it in several, or even all of the magic paths (i.e. an F1 spell, an A1 spell etc), and have it at researchlevel 0.
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May 14th, 2009, 09:48 AM
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Sergeant
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Join Date: Dec 2007
Location: WA, Australia
Posts: 228
Thanks: 18
Thanked 7 Times in 5 Posts
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Re: Basic modding Question: Adding a new ritual spell
Thanks llamabeast.
What I’m thinking was inspired by the discussion in the Enhanced Gameplay thread, in that inevitably, games degenerate into a race for the big end summons with little variation. What I’m proposing is introducing a mass scale opportunity for nations to gift of reason any unit they wish be it summons or national units, emphasising a very enjoyable component of the game – that of thugging.
Players could then focus on developing champions from their units and summons and tailoring them to their opposition. (could you imagine the fun with blessed thugged up Burning ones??) Armies would now be composed of massed mundane armies led by scores of champions backed up by mages. It would take the emphasis off of the end game summons (though still powerful) and get players building thugs through out the game, in my view an awesome prospect for further tactics and strategy.
It would mean that nations like Man and Marverni to name a few, would actually have an opportunity to be competitive - having the ability to build tailored champions from summons to put the hurt on opponents, and seeing as all nations generally have easier access to different summons, there would be a lot of variety in the champions fielded.
Ulm would now be considered the ultimate trading partner and worth keeping around due to the demand for equipment to furnish all these new thugs. An arms market could develop as demand for Fire gear would be high for those facing Neifel and after the threat is removed, they would be dumped for sale as a nation re-equips to face the next opponent (water gear for Abysia for example) (Just thinking as I type…)
So with that in mind, if I create 7 versions of this spell, 1 for each path - that should work? Also, have I formed my little mod properly? Any mistakes?
If I copy Gift of Reason how do I make the spell cost nothing?
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May 14th, 2009, 10:09 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Basic modding Question: Adding a new ritual spell
I don't think ritual spells can be free (but if you set the fatigue to under 100 you should find out, I think). Also, why only 7 versions and not 8?
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May 14th, 2009, 10:17 AM
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Sergeant
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Join Date: Dec 2007
Location: WA, Australia
Posts: 228
Thanks: 18
Thanked 7 Times in 5 Posts
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Re: Basic modding Question: Adding a new ritual spell
Quote:
Originally Posted by Gregstrom
I don't think ritual spells can be free (but if you set the fatigue to under 100 you should find out, I think). Also, why only 7 versions and not 8?
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Ok then - bear in mind i have no idea at all about modding, just dipping my toes in now with this effort, so is the 8th one holy?
If it has to cost a gem then that shouldn't be a problem.
Last edited by hEad; May 14th, 2009 at 10:20 AM..
Reason: typos
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May 14th, 2009, 10:24 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
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Re: Basic modding Question: Adding a new ritual spell
Fire, Water, Air, Earth, Astral, Death, Nature, Blood. If you're counting GoR as the existing nature spell, then you need 7 I guess. Otherwise it's 8. You might be able to create a holy version as well, but Holy ritual spells can cause crashes.
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May 14th, 2009, 10:31 AM
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Sergeant
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Join Date: Dec 2007
Location: WA, Australia
Posts: 228
Thanks: 18
Thanked 7 Times in 5 Posts
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Re: Basic modding Question: Adding a new ritual spell
Ah yes, blood, for got to carry the 2
I'm searching through the forum to see if i can work this out...
How hard would it be to do this Greg? add a 0 level, available to all paths (not Holy), Gift of Reason spell that costs one gem?
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May 14th, 2009, 10:57 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Basic modding Question: Adding a new ritual spell
Well, you're really just creating one spell then making 7 copies with different paths each time.
Essentially, I think it's
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any unit its sees fit."
#path 0 1
#school 3
#researchlevel 0
#pathlevel 0 1
#end
then repeat for paths 1-7. Voila!
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May 14th, 2009, 10:58 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Basic modding Question: Adding a new ritual spell
Oh, and add #fatiguecost 90 and it won't even cost a gem.
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May 14th, 2009, 11:20 AM
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Sergeant
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Join Date: Dec 2007
Location: WA, Australia
Posts: 228
Thanks: 18
Thanked 7 Times in 5 Posts
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Re: Basic modding Question: Adding a new ritual spell
Hey Greg, thankyou very much for this help!
If you could indulge me a wee bit further:
This is what i have
#modname "Ultimate Gift of Reason"
#description "Gives all units the ability
to cast Gift of Reason."
#domversion 3.21
-icon "something.tga"
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any
unit its sees fit."
#path 0 1
#school 3
#researchlevel 0
#pathlevel 0 1
#fatiguecost 90
#end
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any
unit its sees fit."
#path 0 2
#school 3
#researchlevel 0
#pathlevel 0 1
#fatiguecost 90
#end
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any
unit its sees fit."
#path 0 3
#school 3
#researchlevel 0
#pathlevel 0 1
#fatiguecost 90
#end
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any
unit its sees fit."
#path 0 4
#school 3
#researchlevel 0
#pathlevel 0 1
#fatiguecost 90
#end
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any
unit its sees fit."
#path 0 5
#school 3
#researchlevel 0
#pathlevel 0 1
#fatiguecost 90
#end
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any
unit its sees fit."
#path 0 6
#school 3
#researchlevel 0
#pathlevel 0 1
#fatiguecost 90
#end
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any
unit its sees fit."
#path 0 7
#school 3
#researchlevel 0
#pathlevel 0 1
#fatiguecost 90
#end
#newspell
#copyspell "Gift of Reason"
#name "Promotion"
#descr "Allows a leader to promote any
unit its sees fit."
#path 0 8
#school 3
#researchlevel 0
#pathlevel 0 1
#fatiguecost 90
#end
The problem with this is that it doesn't do anything. I can find it in the mod list to activate, but nothing in game happens. It isnt listed in construction and my mages can't cast the spell?
Whilst testing this, there are no other mods active.
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